1
0
Fork 0
mirror of https://github.com/AquariaOSE/Aquaria.git synced 2024-11-16 06:29:31 +00:00
Aquaria/files/scripts/entities/nautilusprime.lua

427 lines
12 KiB
Lua

-- Copyright (C) 2007, 2010 - Bit-Blot
--
-- This file is part of Aquaria.
--
-- Aquaria is free software; you can redistribute it and/or
-- modify it under the terms of the GNU General Public License
-- as published by the Free Software Foundation; either version 2
-- of the License, or (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
--
-- See the GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program; if not, write to the Free Software
-- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
if not v then v = {} end
if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end
-- ================================================================================================
-- N A U T I L U S P R I M E!!
-- ================================================================================================
local STATE_ATTACKPREP = 1000
local STATE_ATTACK = 1001
local STATE_STARTDELAY = 1002
local STATE_GIVEBIRTH = 1003
-- ================================================================================================
-- L O C A L V A R I A B L E S
-- ================================================================================================
v.lungeDelay = 0
v.fireDelay = 0
v.tentacles = 0
v.eye = 0
v.shell = 0
v.bigFireDelay = 3
v.shotsFired = 0
v.startx, v.starty = 0,0
v.leaveArea = 0
v.leaveDelay = 0
v.birthDelay = 2
v.beserk = false
v.spawned = nil
v.n = 0
-- ================================================================================================
-- FUNCTIONS
-- ================================================================================================
function init(me)
v.spawned = {}
-- health 40
setupBasicEntity(
me,
"", -- texture
40, -- health
1, -- manaballamount
1, -- exp
1, -- money
180, -- collideRadius (only used if hit entities is on)
STATE_IDLE, -- initState
90, -- sprite width
90, -- sprite height
1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
0, -- 0/1 hit other entities off/on (uses collideRadius)
6000, -- updateCull -1: disabled, default: 4000
1
)
v.startx = entity_x(me)
v.starty = entity_y(me)
entity_setCull(me, false)
entity_initSkeletal(me, "NautilusPrime")
entity_animate(me, "idle", LOOP_INF)
entity_setDeathParticleEffect(me, "NautilusPrimeExplode")
entity_setDropChance(me, 75, 2)
entity_generateCollisionMask(me)
--entity_setDamageTarget(me, DT_AVATAR_SHOCK, false)
v.tentacles = entity_getBoneByName(me, "Tentacles")
v.eye = entity_getBoneByName(me, "Eye")
v.shell = entity_getBoneByName(me, "Shell")
bone_setSegs(v.tentacles, 32, 32, 0.1, 0.1, 0.01, 0.1, 6, 1)
v.lungeDelay = 1.0 -- prevent the nautilus from attacking right away
v.leaveArea = getNode("NAUTILUSPRIME_LEAVEAREA")
bone_alpha(v.eye, 0)
entity_setTargetPriority(me, 1)
entity_setTargetRange(me, 300)
entity_setBounceType(me, BOUNCE_REAL)
entity_setDeathScene(me, true)
loadSound("NautilusPrime")
loadSound("BossDieSmall")
loadSound("BossDieBig")
entity_setDamageTarget(me, DT_AVATAR_PET, false)
end
function postInit(me)
v.n = getNaija()
end
local function wakeUp(me)
overrideZoom(0.5, 1)
playMusic("MiniBoss")
v.leaveDelay = 4
bone_alpha(v.eye, 1, 2)
entity_setState(me, STATE_STARTDELAY, 1.5)
entity_sound(me, "NautilusPrime", 800)
emote(EMOTE_NAIJAUGH)
end
v.seen = false
function update(me, dt)
entity_handleShotCollisionsSkeletal(me)
--[[
if not v.seen and entity_isEntityInRange(me, getNaija(), 600) then
emote(EMOTE_NAIJAWOW)
v.seen = true
end
]]--
if entity_getHealth(me) < 15 and not v.beserk then
v.beserk = true
bone_setColor(v.shell, 1, 0.5, 0.5, 0.5)
end
if entity_hasTarget(me) then
v.n = getNaija()
if entity_touchAvatarDamage(me, 200, 1, 800) then
if not entity_isState(v.n, STATE_PUSH) then
local x, y = entity_getVectorToEntity(me, v.n)
x, y = vector_setLength(x, y, 1000)
entity_push(getNaija(), x, y, 0.5)
end
end
end
if entity_getState(me)==STATE_IDLE then
if not entity_hasTarget(me) then
entity_findTarget(me, 400)
if entity_hasTarget(me) then
wakeUp(me)
end
else
if v.leaveDelay > 0 then v.leaveDelay = v.leaveDelay - dt if v.leaveDelay < 0 then v.leaveDelay = 0 end end
if v.leaveDelay== 0 and not node_isEntityIn(v.leaveArea, getNaija()) then
updateMusic()
overrideZoom(0, 1)
bone_alpha(v.eye, 0)
entity_setPosition(me, node_x(v.leaveArea), node_y(v.leaveArea), 2)
entity_setTarget(me, 0)
entity_rotate(me, 0, 10)
entity_clearVel(me)
entity_heal(me, 10)
debugLog("nautilusPrime heals 10")
return
end
if v.bigFireDelay > 0 then v.bigFireDelay = v.bigFireDelay - dt if v.bigFireDelay < 0 then v.bigFireDelay = 0 v.shotsFired = 0 v.fireDelay = 0 end end
if v.bigFireDelay == 0 then
if v.fireDelay > 0 then v.fireDelay = v.fireDelay - dt if v.fireDelay < 0 then v.fireDelay = 0 end end
if v.fireDelay == 0 then
local firex, firey = bone_getWorldPosition(v.tentacles)
local velx, vely = firex-entity_x(me), firey-entity_y(me)
local offx, offy = 0,0
local s = 0
if not v.beserk then
s = createShot("NautilusPrimeAngry", me, entity_getTarget(me), firex, firey)
v.fireDelay = 0.3
else
s = createShot("NautilusPrimeNormal", me, entity_getTarget(me), firex, firey)
v.fireDelay = 0.1
end
shot_setAimVector(s, velx, vely)
v.shotsFired = v.shotsFired + 1
end
local maxShots = 3
if v.beserk then
maxShots = 14
end
if v.shotsFired >= maxShots then
v.bigFireDelay = 4
v.shotsFired = 0
end
else
if v.lungeDelay > 0 then v.lungeDelay = v.lungeDelay - dt if v.lungeDelay < 0 then v.lungeDelay = 0 end end
end
if entity_isTargetInRange(me, 2000) then
if entity_isTargetInRange(me, 200) then
entity_moveTowardsTarget(me, dt, -500)
else
entity_moveTowardsTarget(me, dt, 1000)
end
end
local dist = 500
if v.beserk then
dist = 600
end
if entity_isTargetInRange(me, dist) then
if math.random(100) < 40 and v.lungeDelay == 0 and not(v.bigFireDelay == 0) then
entity_setState(me, STATE_ATTACKPREP, 0.5)
end
else
if v.birthDelay > 0 then
v.birthDelay = v.birthDelay - dt
if v.birthDelay < 0 then
v.birthDelay = 0
if node_getNumEntitiesIn(v.leaveArea, "Nautilus") < 12 then
entity_setState(me, STATE_GIVEBIRTH, 3)
end
v.birthDelay = 5
end
end
end
entity_doEntityAvoidance(me, dt, 128, 0.5);
entity_doCollisionAvoidance(me, dt, 15, 0.1);
end
end
entity_updateMovement(me, dt)
entity_clearTargetPoints(me)
entity_addTargetPoint(me, bone_getWorldPosition(v.tentacles))
--entity_setEnergyShotTargetPosition(me, bone_getWorldPosition(v.tentacles))
end
function enterState(me)
if entity_getState(me)==STATE_IDLE then
entity_animate(me, "idle", LOOP_INF)
if v.beserk then
entity_setMaxSpeed(me, 600)
else
if entity_getHealth(me) < 20 then
entity_setMaxSpeed(me, 400)
else
entity_setMaxSpeed(me, 200)
end
end
elseif entity_getState(me)==STATE_ATTACKPREP then
entity_setMaxSpeed(me, 0)
entity_doGlint(me, "Glint", BLEND_ADD)
elseif entity_isState(me, STATE_STARTDELAY) then
elseif entity_isState(me, STATE_GIVEBIRTH) then
entity_animate(me, "birth", LOOP_INF)
entity_rotate(0, 2)
debugLog("giving birth!")
bone_scale(v.eye, 1, 0.7, 0.6)
entity_offset(me, -20, 0, 1.0, LOOP_INF, 1)
elseif entity_isState(me, STATE_DEATHSCENE) then
--[[
n = getNaija()
entity_clearVel(v.n)
entity_idle(v.n)
entity_offset(me, 5, 0, 0.3, -1, 1)
clearShots()
entity_setInvincible(v.n, true)
cam_toEntity(me)
entity_setStateTime(me,4)
]]--
clearShots()
entity_stopInterpolating(me)
entity_setStateTime(me, 99)
fadeOutMusic(6)
entity_idle(v.n)
entity_setInvincible(v.n, true)
cam_toEntity(me)
entity_offset(me, 0, 0)
entity_offset(me, 10, 0, 0.1, -1, 1)
local e = getFirstEntity()
while e ~= 0 do
if node_isEntityIn(v.leaveArea, e) and entity_isName(e, "nautilus") then
entity_damage(e, me, 99)
watch(0.2)
end
e = getNextEntity()
end
watch(1)
playSfx("BossDieSmall")
spawnParticleEffect("TinyRedExplode", entity_x(me), entity_y(me))
fade(1, 0.2, 1, 1, 1)
watch(0.2)
fade(0, 0.5, 1, 1, 1)
watch(0.5)
watch(1)
playSfx("BossDieSmall")
spawnParticleEffect("TinyRedExplode", entity_x(me), entity_y(me))
fade(1, 0.2, 1, 1, 1)
watch(0.2)
fade(0, 0.5, 1, 1, 1)
watch(0.5)
playSfx("BossDieSmall")
spawnParticleEffect("TinyRedExplode", entity_x(me), entity_y(me))
fade(1, 0.2, 1, 1, 1)
watch(0.2)
fade(0, 0.5, 1, 1, 1)
watch(0.5)
entity_offset(me, 0, 0)
entity_offset(me, 20, 0, 0.05, -1, 1)
playSfx("BossDieBig")
spawnParticleEffect("TinyRedExplode", entity_x(me), entity_y(me))
fade(1, 1, 1, 1, 1)
watch(1.2)
fade(0, 0.5, 1, 1, 1)
cam_toEntity(v.n)
entity_setInvincible(v.n, false)
pickupGem("Boss-Nautilus")
overrideZoom(0, 1)
entity_setStateTime(me, 0.1)
entity_setState(me, STATE_DEAD, -1, 1)
elseif entity_isState(me, STATE_DEAD) then
v.n = getNaija()
overrideZoom(0,1)
updateMusic()
cam_toEntity(v.n)
entity_setInvincible(v.n, false)
elseif entity_getState(me)==STATE_ATTACK then
v.lungeDelay = 2.0
if v.beserk then
entity_setMaxSpeed(me, 1000)
else
entity_setMaxSpeed(me, 1200)
end
entity_moveTowardsTarget(me, 1000, 1)
end
end
local function spawnNautilus(me, x, y)
local ent = createEntity("Nautilus", "", entity_x(me)+x, entity_y(me)+y)
entity_scale(ent, 0, 0)
entity_scale(ent, 1, 1, 2.5)
end
function exitState(me)
if entity_getState(me)==STATE_ATTACKPREP then
if not v.beserk then
entity_setState(me, STATE_ATTACK, 2.5)
else
entity_setState(me, STATE_ATTACK, 3)
end
elseif entity_isState(me, STATE_GIVEBIRTH) then
local out = 100
spawnNautilus(me, -out, 0)
spawnNautilus(me, out, 0)
spawnNautilus(me, 0, -out)
spawnNautilus(me, 0, out)
bone_scale(v.eye, 1, 1, 1)
entity_offset(me, -5, 0, 0.5, -1, 1)
v.birthDelay = 10 + math.random(5)
entity_rotate(me, 360 + entity_getRotation(me), 4, LOOP_INF)
entity_setState(me, STATE_IDLE)
elseif entity_getState(me)==STATE_ATTACK then
--entity_disableMotionBlur(me)
entity_setState(me, STATE_IDLE)
elseif entity_isState(me, STATE_STARTDELAY) then
v.lungeDelay = 0
entity_setState(me, STATE_IDLE)
--entity_rotate(me, 0)
entity_rotate(me, 360 + entity_getRotation(me), 4, LOOP_INF)
end
end
function hitSurface(me)
if entity_isState(me, STATE_ATTACK) then
entity_sound(me, "BigRockHit", 900+math.random(200))
local cx, cy = getLastCollidePosition()
spawnParticleEffect("Dirt", cx, cy)
shakeCamera(5, 0.5)
if entity_isEntityInRange(me, getNaija(), 400) then
avatar_fallOffWall()
end
end
end
function damage(me, attacker, bone, damageType, dmg)
if damageType == DT_CRUSH then
return true
end
if bone ~= 0 and bone_isName(bone, "Tentacles") then
if not entity_hasTarget(me) then
entity_findTarget(me, 2000)
if entity_hasTarget(me) then
wakeUp(me)
end
end
if entity_getHealth(me)-dmg <= 0 then
entity_sound(me, "NautilusPrime", 500)
else
entity_sound(me, "NautilusPrime", 1100+math.random(100))
end
return true
end
playNoEffect()
return false
end